I’d like to hear you describe a new ship that frontier could add to the game. If I understand your position, you’d have to start by articulating a niche that the new ship could fill …which would necessarily cut an older ship out of that niche (because the newer ship would be better else why add it?) …while leaving a niche for the older ship (because otherwise the older ship is obsolete)
So, let’s say the niche is exploration. The new ship has to be better than the AspX and DSX otherwise why add it. But having added it, you have to leave something for the AspX and DBX to do, else it’s bad game design.
I’d love to hear how you propose to untangle this.
It's called good game design, something FD really don't have underpinning their vision for the game.
You untangle this by having a cohesive vision for all your game functions, something FD doesn't have. It's bolt- on functions, just like colonization, just like sco's, just like new ships.
Exploration. Why don't USS matter more when exploring? Why aren't interactions with the sampleable space life relevant? Why is exploration so hung up on just looking at things, rather than engaging, rewarding, procedural engagements with things.
The fact a "good" exploration vessel is the most bare bones thing you can get, rather than something packed to the brim with sensors, limpets and other utilities to interact with the various things you discover, shows how little design there is here.
so i would absolutely gear a ships base configuring around USS discovery, if that mattered. I would gear a base ship around specialist interactions with giant asteroid or derelict mining superstructures, if these existed. I would have a ship specialised in taking readings and navigating hostile environs in supercruise, if these activities existed.
Thargoid AX fields were a great first start. Instead of building on that, FD removed them. Bad design. Instead of capitalising on the megaship/ outpost interactions the game surfaces, they're underexploiyed and disincentived. Bad design. Instead of remote/ situational uss that warrant investigation, they languish. Bad design.
And now we're making ships which were made in the game for a purpose, obselete. Bad design.
Yes but you understand why there are stars and planets in orbits, and such. Right? It’s a game but it’s pickleball - a game where there’s a score and that’s really all that matters. It’s a game where you pretend to be a Han Solo-type character. You’re not playing it to get a high score. You’re playing it to pretend to be in that
…and in that world there are obsolete ships.
Which, to that very last point, is bad design.